|16 posts found|
It boils down to this:
If you like EQ, why not just play EQ? It's because you want EQ, but with some 'improvements'. However, any improvement that you suggest is debatable:
"I want better graphics" - Yea, Sony has revamped old zones and the new ones are nicer looking. Did you want to go with more realistic graphics or stylized? Whichever answer you choose is WRONG according to many people out there who will say that you've failed to create this 'new' eq.
"I want to improve the quest system" - Need I go into all the attempts to create better ones? They're worse which is why we want to go back to EQ. Of course, if you don't improve the quest system you have a bigger problem- EQ was played out of the Allakhazams website search box- that's an immersion breaker. You can come up with better ideas, but any system you come up with have its detractors.
These are just 2 potential 'improvements'. I'm curious what else you want to change. If it isn't a lot, then just play EQ.
why is this game more popular than lets say Vanguard
General Discussion « Final Fantasy XIV: A Realm Reborn
8/21/13 2:35:32 PM
1. Close your eyes and image what you look like in a fantasy world. Think also about what you want other people to look like - especially women. Now look through the vanguard screenshots and FFXIV screenshot. In Vanguard, the guys look uninspiring and the women look homely. In FFXIV i want to be that guy, and be with that girl.
It may be petty, but it is actually important for immersion
As for Vanguard in general:
2. I tried Vanguard online 2 weeks ago (after SOE Live). Quests weren't interesting. After having played wow until I couldn't stand it any longer, Vanguard was just more of the same "Here's an excuse to kill n of creature xyz. Come back and get loot y". I can't do that any more. I don't know if I'll ever be able to again.
3. Tradeskilling was better than most in Vanguard, but it was still all about running out to harvest a pile of resources to make a bunch of items that nobody ever wanted.
In review, Vanguard is everything that an MMO should have been 8 years ago, but the world has moved on.
Do you guys think this concept would work in EQNext?
I'm a bit concerned about the tradeskilling- specifically the lack of discussion of them. I don't want tradeskills to be a tacked-on system that is rushed into place to satisfy a check-mark of required features for an MMO. Tradeskilling can really add to a game if it becomes an alternative to adventuring. No matter how good the adventuring is, people will eventually want to do something different, and tradeskilling can provide this alternative- if done right.
I think this presents an opportunity for SOE to try something really different. Instead of assigning one of their current developers, or hiring a new one to invent a tradeskill system, I think they should open it up to the community. This could be done in 2 (overlapping) stages-
Stage 1 - Ask the players to create videos or concept screenshots and/or descriptions that would present what we think tradeskilling would be like. These should be specific and detailed (Not "It should be awesome"). They could use pieces from other peoples proposals, thus helping to refine existing ideas.
Stage 2 - Involve the horde of developers who've always wanted to work on an MMO by creating an open-source portal for development- with several git repos for alternative projects. Various people could submit changelists which would be considered for acceptance to various branches by a Sony developer who would be responsible for judging the validity of these patches. As these projects become refined, Sony can choose one to be included into EQNext.
In addition, Sony would need to provide the community with artistic resources and a development environment which would eventually be used integrate the tradeskill system into EQ Next. This may be an API which could be in a scripting language or C/C++ and which provides interactions such at timer ticks and functionality such as createWindow.
Graphics: The Least of EQ: Next's Problems
General Discussion « EverQuest Next
8/14/13 5:26:11 PM
I think you've brought up a valid concern. However, like many other people here I think you're conclusion that this is a fatal unsolvable issue is a bit premature. Making a game is more like throwing a pot than it is building a skyscraper- you need to throw something out there, play it, figure out what worked and what didn't, modify, play it again, repeat. You can't plan it ahead of time because there is no correct formula for 'fun'. While this issue is something they will have to address I'm sure that they have plans - some which will not work, some that might. They will adjust their strategy, and in the end they will come up with a solution. Meanwhile, they will come across many other daunting issues that will dwarf even this that we haven't even considered but would seen obvious in retrospect.
I would say "Have some faith", but this is the same company that created the SW:NGE disaster. In the end, EQNext will definitely shake up an industry that needs some rattling. You mentioned that you're tired of the same ol' thing. This will be different, and even if you don't like it, I hope it will bring about something else more to your taste.
[Column] World of Warcraft: The Importance of Story
News & Features Discussion « General Discussion
8/12/13 5:35:02 PM
Storyline? You click on the ! guy, then click <Accept>, then look on your map for the blob. They like to fool themselves into believing that they're writing great stories that we clamor for, but in truth very few people read anything- and they shouldn't. 1- The stories suck, and 2- This is a game, therefore it should be interactive, therefore not predestined. The story should be around the player and what he does or chooses or achieves or fails to achieve.
However, if you are going to create a story, let me introduce you to storytelling 101 - Exposition, Rising Action, Climax, Falling Action, Resolution. Instead we have 25 stories all happening at the same time in the same area, many are unrelated to each other, all of which are pathetic excuses to "go kill 12 of xyz, then come back for some junk". Where is the build-up for the truely epic fight? Where is the satisfaction of having made a difference? I'm done with the crap they keep shoveling our way.
We don't need anymore PvP focused sandbox mmos right now.
The Pub at MMORPG.COM « General Discussion
7/10/13 11:45:12 AM
The pvp vs pve debate has raged on for 44 pages, but in reality I think we all want the same thing - a challenge. The PvP advocates say that PvE is boring and monotonous because in pretty much all the games it has become so. This is because Blizzard wanted MMO's to appeal to the dumb masses, and made a lot of money doing so (and thus set the standard from which all else followed). PvE advocates are complaining because so much PvP is frustrating because you're playing against people with 'series 7 elite pvp gear with super epic enchanged gems' which makes them immune to anything you can throw at them. This results in grinding pvp so you can have equivolent gear so you can START competing.
The original Everquest was awesome because it was challenging. The creatures were tough - I couldn't ever solo equal level mobs with my cleric. People grouped because we had to, and even in a group things quite often went bad.
The other thing that Everquest did right is was that if things did go bad, there was consequences to your failure, which made it exciting. You actually had risk vs rewards. Think of it like this- you went to Vegas, and every time you played you won a little bit of money. Sounds great, right? So, you move there any play every day, and every day you end up ahead- just a little. It's called being a dealer. It's not fun- it's a soul crushing job. People go to Vegas because there can be big payouts and the is a risk of loosing gives us that adrenaline rush.
I like minecraft. I thought it was because I liked to build things, but in reality I know that it's because of the adrenaline that I get from splunking. If I survive I get some iron, maybe some diamonds. If I fail my stuff will likely rot at the bottom of cave. So, when I turn around and see a creeper I jump! In wow, the last time I did (once in the last year) it was just a petty annoyance, like a fly buzzing around my ear. My thoughts were something to the effect of "I don't know why they bother fighting back, I'm going to kill them either way. In EQ when I died, my thoughts were "I took too many risks, need to rethink that one"
Pathfinder Online: Funding Goal REACHED!
News & Features Discussion « General Discussion
1/14/13 4:36:30 PM
Congrats to your team! I'm happy to have been one of the last pledges that pushed it over.
General: EverQuest Next Reworked, Playable Next Year
News & Features Discussion « General Discussion
1/02/13 5:45:57 PM
MMO's designers burden themselves with designing 2 games - the leveling game and the endgame. If they fail at either one then their game will not stand the test of time. If they want to succeed, then they need to focus on just the endgame and eliminate the leveling game. If they can keep people engaged in the endgame, then they don't need the leveling game. If they can't, they lost anyways. By eliminating the leveling game they can refocus their devs, artists and level designers on creating a great endgame instead of splitting their attention.
I wrote a blog entry about it in 2009:
Originally posted by Czzarre
^^ This is a serious issue for many indies like myself who have a 3d engine (torque) and the skills to make it into something but loose a lot of our inspiration when we only have a handfull of inconsistantly themed models to work with.
All I have to say is
Coldain Ring Quest
Originally posted by JB47394
I agree wholeheartedly. That's why I created a blog post about how levels ruin MMOs.
I'm creating this thread to share with you some of the funnest moments I've had in MMO's and to ask you yours.
1. EQ- The Coldain Ring quest. Amazing difficult and time consuming, but spawning an outright war which your guild must help with to win was really awesome.
2. EQ- Epic Quest raids- especially the last encounter for druids.
3. EQ- Grinding in Blackburrow, Karnor's Castle, PoI, and watching for TRAIN!
4. EQ- Charm fighting. Really really tough, risky, rewarding, and interesting.
5. EQ- LDoNs - each mission bringing me closer to that item that I really want, and requiring a well played group for about 2 hours.
6. EQ- Shakey scarecrow quest. Apparently this quest was for higher level chars. While playing it at a really low level I explored much of the world, found out how immense it was, snuck around soo many creatures that could kills me almost instantly, and availed the help of a few strangers.
7. EQ- Any number of zones that once you entered required you to fight your way to the exit (no escaping).
8. WoW (beta)- after finding a recipie for a mechanical squirel I decided to become an engineer so I could create this. I leveled my way through it and made one. Then I ran around with 'Stabby' thinking I was soo cool for having such a rare item. (ah ... to be newbish and nieve again)
9. Wow- learning and playing the AH to make 10k gold on a level 30. I don't think it's the game Blizzard expected for it's players, but was fun none-the-less.
POLL: Are You Happy with Today's MMORPGs?
The Pub at MMORPG.COM « General Discussion
4/13/09 3:57:13 PM
Things that are missing from MMORPGS today:
1. Challenge - In EQ fighting a creature that was your level ment that you were likely to loose (unless you were twinked). In Wow and most other games today you can fight creatures several levels higher than yourself without fear. Worst case you might have to drink a potion or run away. Even if you die its no biggie- you just run back (now at super-speed) and continue like nothing happened.
2. Quests suck - hard! Hey devs, let me tell ya something - I don't read the quest text. I don't give a damn about every NPC in the game having some grudge against someone else. None of it matters. I don't care. You're not the next Steven King, or Ann Rice. These stories are just an excuse to give me a pethetic errand. Here's the true story behind Wow: You are a character (race doesn't really matter) who goes around doing meaningless tasks that don't make a difference in order to get stuff that will make it easier to complete more meaningless tasks. The true story should be more interesting than this.
Here's some clues to a better system- if your going to have opposing factions locked in an endless struggle to defeat oneanother, they shouldn't be living together in the same cities doing the same quests! (That means you wow). In EQ the warring factions each had their own cities and quests to kill people from the other's cities. My guild was on Coldain faction and we did raids against the giants. People on giant faction wouldn't be able to get or turn in their quests because the quest-givers were dead :) Of course, in EQ turning in a quest was a big deal because it would take you hours or even days to complete one. In Wow, you have quests to deliver mugs of ale - what am I a waitress? One quest in particular required a ton of effort to complete and would cause a war to begin. You needed a good guild to fight the war and if your side won you got an amazing reward; if you failed you lost a great deal. Also, anyone on the server could come and join in on the war as well.
3. Remember, its an MMO, not MSO. If you end up playing the game alone (or with just one other person) then your not really playing an MMO. By requiring players to group to get things done you've added a player interaction element to the game that is vital. If you don't have this then the player is really playing a Massive Single Player game.
How come EQ II doesn't attract more players?
The Tavern (General) « Everquest II
11/21/08 6:40:10 PM
I played EQ2 at the start and left it, came back a couple of times to retry in and left every time. Why? What it boils down to is simply the fact that my wife and I weren't having fun. All the features, etc don't matter - what matters is the fun level. Here are the reasons EQ2 isn't fun:
1. Too many stupid innane quests - "Take this broom to my friend 2 zones away". Boring!
2. The "What the heck is this thing in my inventory?" issue. Wow has made it pretty easy to figure that out. EQ2 has all kinds of objects like "This might be useful to a guild of scouts" things which you can give to a particular person for faction.
3. "Where do I go next?" After having played Wow with the QuestHelper add-on, I don't think I could play any MMO that doesn't help you identify where to go (without a lot of reading)
4. Travel times are BORING!
5. Combat is very repetative. All fights seem to be the same. Despite different graphics, all the creatures are the same. The spells aren't interesting and don't require any tactical manuvering. My level 49 mage in wow has 15 spells ready to be cast at a moment's notice, and every single one of them is very important for at least one situation, and would cost me my life if I didn't have it. Also, as a wow mage, I can AOE fight. Even EQ1 had tactics (fear kiting, bard song twisting, charm fighting, root & rot, etc), although most of these were created despite the developers not because of them.
6. Long-term and Overall objectives are missing. The only long term objective I saw in EQ2 was gaining levels. At least EQ1 had faction grinding, LDON token collecting, or collecting tradeskill items (that was a major grind!). Other objectives that could be added are working with all the people on your server to unlock new content (new zones or bosses for instance).
7. Selling items is annoying. It could be worse (EQ1), but could have been better.
8. Lack of community feeling. Sure, there are a lot of great people on the server, but the only place you'll meet them is in groups. If your level 25ish right now there isn't anyone around to play with. I agree with the person who said that they need an Ironforge-like area where all players congregated. In EQ1 they had PoK.
Preview Weekend Over : Are you buying the game ?
General Discussion « WAR (Warhammer Online)
8/25/08 12:23:36 PM
For those of you who haven't played, here is my attempt at describing Warhammer Online compared to WOW. Keep in mind I've only played WO for 2 days and only got to level 10.
The biggest change I've noticed is the lack of running quests in WO. In WoW, you spend way too much time running from point A to B - really boring. WO is almost constant action.
Public Quests (PQs) are fun if there are enough players around to complete the quest. They're nice because you don't have to seek out and find a group, nor do you have to worry about people ganking the mobs with the best drops. You just jump in and kill, kill, set the explosive, and kill! When it's all over you're given an award and then either do it again (after 2 min quest reset) or move on. Lots of fun. The best part is that, unlike wow instances, there no searching for group or commitment to stay with a group. You come when you want and leave whenever you want.
Looting in WO is kind of annoying. First, there is no autoloot option like WOW (maybe added later?). Secondly, since there is almost constant action, there never seems to be a good time to loot. Also, the tradeskills allow you to havest corpses. At first I thought I would like it, but I ended up abandoning these skills because I didn't want to waste the time when I could be killing.
The classes in WO are interesting. The ones that I thought I would like I ended up not liking at all (shaman, rune priest, witch hunter) , and the ones that I was ho-hum about I ended up liking. My favorite turned out to be the Ironbreaker (dwarf tank). When attacked, they build up grudge- kindof like a warrior in wow. However, very few skill use up that grudge. Instead, many of the skills just perform better when you have grudge. I noticed that although there is an auto-attack feature, it's pretty much useless since you have such a large action-point pool and it usually generates APs as fast as you use them. So, every 2 seconds (the global cooldown) you use another special attack. It's just a matter of choosing which one.
There's a lot more to say, but this post it long enough. So, to sum up, both my wife and I will be getting this game, but we hope they fix the pathing and add an auto-follow feature.